With the post-art presentation discussion held, some of the ideas were:

Get rid of perk selection screen. Instead players should be rewarded perks at certain points.

One method of rewarding perks was via player-chosen playstyles (or Classes as I prefer), where you select a certain playstyle that you want to try and are awarded a perk for that playstyle at the end of a level. You can change styles before each level, meaning that you can mix and match. For example, playing as a 'Shadow Blade' might give a perk that grands magic regen when sprinting, where as playing as a 'Royal Guard' might give a perk that grants health regen the more allies are nearby. Players won't know what a particular style will grant, so it would be up to players to explore the options and observe what their allies gain if they want to understand the wealth of options available.

I was interested in an idea along the lines of Elder Scrolls progression, where you improve at what you keep doing. For example, your focused attack grows more powerful the more enemies you kill; your sweeping attack grows more powerful the more enemies you hit; your magic regens faster the more you use it; your 'hold' spell executes quicker the more 'hold' spells you cast, and so on. This might be something we can do in tandem with other progression systems, as it's very passive and unobtrusive.

As with weapons and magic, we could grant perks for doing certain things in the level i.e. first to drink from the fountain of nature gains a health bonus; first to attack the strange mushroom gets covered in spores that increase magic power; first to cover 1000 meters gains a speed boost, etc. These are a little more tricky because they are all unique (then again, we could reuse some of them) and we don't want one player stealing all the good stuff.

Pick a Skin, then a Class, then a weapon. Experience is gained by doing 'stuff,' and the more 'stuff' you do, the better you get with the Class/Weapon (unlock a perk after a certain XP threshold). Experience replaces gold, and can be gained by drops, etc.Cooptional elements such as everyone building a certain resource before the other to gain temporary stat boosts. Reviving by tokens? Give token to revive/group tokens that are spent when reviving someone.